Repair Kits
Posted: Sat May 14, 2022 4:51 pm
The idea:
Add craft-specific repair-kits to the game. Each craft(Except outliers like cooking and brewing) would have 11 versions (level 0, 10, 20… 80, 90, 100), able to repair items at or below the level of the kit that belong to the category of the craft, with corresponding material costs. These would only be craft-able by players and not purchasable from npcs, akin to how potions and glyphed jewelry can only be obtained from other players.
EG: A level 20 sword can be repaired by a level 20 or above blacksmithing repair kit(Though using a higher level kit would be wasteful as they would require more expensive material to make, meaning this could be a legitimate way for new characters to make coin as well!). A level 30 sword or a level 20 armour would require a level 30 blacksmithing kit or a level 20 armoursmithing kit.
Quality influence:
The kits could have a failure rate. Could result in quality loss that would require manual repair to fix. The higher the quality of the kit, the better the chance of success and lower the chance of quality loss. It could also impact how far the item is repaired, as they do not necessarily need to bring them back to brand new immediately like a crafter or npc repairman would.
Pros:
Consumable that each craftsman can sell their version of, providing more trade for crafters like the player-repair feature was originally intended for, partly solving the problem of people only seeking crafters for level 100 gear once and then never needing them again because they can simply repair things(In the way that now players would have another reason to more consistently seek out crafters for trade). Also works to, at least partially, solve the issue that players just go to the npc repairer, despite the risk of quality loss, either because of convenience or because no craftsmen are online to repair their items when they actually need it.
Cons:
1.Un-immersive(How does a character magically know how to repair an item just because they have a repair kit?)
2.Might make in-person repairs un-favourable
3.It might lead to people staying in the field longer fighting/gathering, instead of returning to town, decreasing the chance of RP encounters.
Potential solutions to cons:
1. Call them something suitable for their crafts. "Sharpening stone" for blacksmithed goods, for instance. Armour polishing cloth for armoursmiths.
2. Make the ingredients cost of the repair kit cost more than the repair would even if all repair ingredients are consumed(very unlucky), making repairing in person far more affordable. Additionally there is the case of when an item drops in quality and requires personal repair to regain said quality. It would also not really remove from the roleplay too much as it would still require characters to trade with each other to obtain them. These kits do not neccessarily have to be able to bring the equipment all the way back up to brand new, either.
3. Not sure this one has any solution. Might just be a question of whether the pros outweigh this con.
End note:
I only thought of this idea today, so I am sure there are things I did not take into consideration or points people might disagree with.
With the new suggestion bot on discord, however, I figured I might as well air it with you all.
What are everyone's thoughts? Any cons/pros I did not think of? Solutions to the cons already listed? Anything else? Why would or wouldn't you want this in the game?
Add craft-specific repair-kits to the game. Each craft(Except outliers like cooking and brewing) would have 11 versions (level 0, 10, 20… 80, 90, 100), able to repair items at or below the level of the kit that belong to the category of the craft, with corresponding material costs. These would only be craft-able by players and not purchasable from npcs, akin to how potions and glyphed jewelry can only be obtained from other players.
EG: A level 20 sword can be repaired by a level 20 or above blacksmithing repair kit(Though using a higher level kit would be wasteful as they would require more expensive material to make, meaning this could be a legitimate way for new characters to make coin as well!). A level 30 sword or a level 20 armour would require a level 30 blacksmithing kit or a level 20 armoursmithing kit.
Quality influence:
The kits could have a failure rate. Could result in quality loss that would require manual repair to fix. The higher the quality of the kit, the better the chance of success and lower the chance of quality loss. It could also impact how far the item is repaired, as they do not necessarily need to bring them back to brand new immediately like a crafter or npc repairman would.
Pros:
Consumable that each craftsman can sell their version of, providing more trade for crafters like the player-repair feature was originally intended for, partly solving the problem of people only seeking crafters for level 100 gear once and then never needing them again because they can simply repair things(In the way that now players would have another reason to more consistently seek out crafters for trade). Also works to, at least partially, solve the issue that players just go to the npc repairer, despite the risk of quality loss, either because of convenience or because no craftsmen are online to repair their items when they actually need it.
Cons:
1.Un-immersive(How does a character magically know how to repair an item just because they have a repair kit?)
2.Might make in-person repairs un-favourable
3.It might lead to people staying in the field longer fighting/gathering, instead of returning to town, decreasing the chance of RP encounters.
Potential solutions to cons:
1. Call them something suitable for their crafts. "Sharpening stone" for blacksmithed goods, for instance. Armour polishing cloth for armoursmiths.
2. Make the ingredients cost of the repair kit cost more than the repair would even if all repair ingredients are consumed(very unlucky), making repairing in person far more affordable. Additionally there is the case of when an item drops in quality and requires personal repair to regain said quality. It would also not really remove from the roleplay too much as it would still require characters to trade with each other to obtain them. These kits do not neccessarily have to be able to bring the equipment all the way back up to brand new, either.
3. Not sure this one has any solution. Might just be a question of whether the pros outweigh this con.
End note:
I only thought of this idea today, so I am sure there are things I did not take into consideration or points people might disagree with.
With the new suggestion bot on discord, however, I figured I might as well air it with you all.
What are everyone's thoughts? Any cons/pros I did not think of? Solutions to the cons already listed? Anything else? Why would or wouldn't you want this in the game?